;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Faction Advances

@PEDIACIV
@width=480
@title=Faction Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows new government form.
^Allows workers to build strongpoints.
^Allows workers to build psi pads.
^Allows workers to build mag lines.
^Allows workers to improve MarSoy farms.
^Increases the effect of Holo Shrines.
^Increases the effect of SportsNets.
^Worth bonus points in Faction score.
^Increases Pod movement rates by one.
^Improves PsiShip thrust by 25%.
^Free faction advance for first faction to discover.
^Decreases the effect of MedNet.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can attack from Pods.
^Invisible to most enemy units.
^Can attack aircraft in flight.
^May be lost in deep Storms.
^Ignores City Walls.
^Can carry friendly air units.
^Can make psi drops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Collective governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot invisible enemies in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: Colony Improvements

@PEDIAIMPROVE
@width=480
@title=Colony Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates inefficiency and waste in the colony,
and decreases it in all nearby colonies.

@;Barracks
@PEDIAIMPROVE2
Colony produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of colony's power supply is depleted when
colony increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented colonists are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases inefficiency by 50%%. Makes colony more resistant
to mind control by enemy empaths. Under Cybercratic government,
one content colonist becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in colony are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows colony to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ CredNet).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy colonists content (Three after Militarism).

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ InfoNet).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates radiation caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy colonists are made content
(four w/ Psychotronics).

@;Factory
@PEDIAIMPROVE15
Increases resource production in colony by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Auto Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the colony from psychic attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the radiation caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Safer than
Fusion Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  About as
clean as a Wind Mill, but
there is a risk of containment failure unless
faction has discovered Psychic Powers.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50%% (cumulative with CredNet and Virtual Mall for a grand
total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows colony to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the colony's radius with
the "MarSoy farm" improvement (irrigated twice)
to produce 50%% more power.

@;Superhighways
@PEDIAIMPROVE25
All squares in the colony's radius with highways
(or mag lines) produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with InfoNet and EduNet for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in colony are doubled on defense against
air units and non-psychic missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the colony's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
Colony produces veteran air units.
Any air unit spending its entire turn in the colony
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from colony by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Fusion Grid in every one of your colonies.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy colonist in every colony.

@;Colossus
@PEDIAIMPROVE41
Colony produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Faction receives any faction advance
already discovered by two other factions.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your Holo Shrines.

@;Great Wall
@PEDIAIMPROVE45
Enemy factions must offer truces and accords
in transmissions.  Combat strength doubled against
terrorists.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the colony's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free spy within every rival faction (so
your intelligence report will always be complete and you will
receive updates when other factions discover technologies).

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Counts as a MedNet in each of your colonies.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of colony by 50%%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy colonists in colony are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy colonists on same continent by 2 per colony.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of colony.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all colony improvements which
ordinarily cost 1 MegaBuck per turn.  Colony improvements
requiring more than 1 MegaBuck per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free faction advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first obtain control of the Martian Enigma,
every faction's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other factions are also quicker to forget your
past transgressions.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Wind Mill power to every colony on Mars.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as Work Mechs in every one of your colonies.
(Decreases unhappiness caused by troops away from colony by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows psychic weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free psi spy within every other faction
^* Enemy factions cannot refuse your peace treaties.
^* As a Cybercracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of PsiShip improvements.

@;SETI Program
@PEDIAIMPROVE65
Counts as a Psychotronic Lab in every one of your colonies; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy colonist in each colony.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your faction will
affect the way resources are distributed in your colonies, the
rate at which your colonists can produce and sustain new units
and colony improvements, and the extent to which your colonists
have a say in the way you govern them.
^
Some forms of government, such as Frontier, Hierarchy, and
later Military and Collective, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Cybercracy and Technocracy, on the other hand, give your
colonists the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your colonists may grow unhappy when you send military
units out of your colonies; also, your Council may try to
interfere in your conduct of foreign affairs.
^
To change your faction's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
faction's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Frontier, except that the inefficiency
rate is VERY HIGH (see entry for Frontier).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Frontier
^UNIT SUPPORT
Each unit above the colony size costs one shield per turn.
Work crawlers use one power per turn.
^
^HAPPINESS
Up to three military units in each colony will institute
"martial law", converting an unhappy colonist into a content
colonist.
^
^CORRUPTION AND WASTE
Frontier has a HIGH rate of inefficiency and waste.  The
level of inefficiency in a particular colony is based on its
distance from your command post.
^
^SPECIAL
Under a Frontier, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (POWER, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Frontier's high rate of inefficiency, it is almost
always an inferior form of government.  Try to switch to a
Hierarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Hierarchy
^UNIT SUPPORT
Each unit costs one shield per turn.
Work crawlers use one power per turn.
^
^HAPPINESS
Up to three military units in each colony will institute
"martial law", converting an unhappy colonist into a content
colonist.
^
^CORRUPTION AND WASTE
Hierarchy has a MODERATE rate of inefficiency and waste.  The
level of inefficiency in a particular colony is based on its
distance from your command post.
^
^SPECIAL
Under a Hierarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Hierarchy is an excellent form of government for a small
faction.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Military
^UNIT SUPPORT
Each unit costs one shield per turn.
Work crawlers use one power per turn.
^
^HAPPINESS
Up to three military units in each colony will institute
"martial law", converting *TWO* unhappy colonists into
content colonists (so a total of SIX unhappy colonists can
be suppressed).
^
^INEFFICIENCY AND WASTE
Under Military, every citizen lives a regimented and dedicated
existence.  Your colonies, therefore, experience no
inefficiency.
^
^SPECIAL
All EMPATH units produced under Military governments are
given VETERAN status.  Under Military, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Military is best for large, far-flung factions which need
to maintain a large military.  Use your powerful empaths to
steal technology from the sybaritic cowards.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Collective
^UNIT SUPPORT
All units cost one shield each.  Work crawlers use one
power per turn.  ONLY Collective may produce
MIND POLICE units.
^
^HAPPINESS
Under Collective, NO COLONIST IS EVER UNHAPPY!
^
^INEFFICIENCY AND WASTE
Collective has a LOW rate of inefficiency.
However, Collective has the special disadvantage that
NO SCIENTIFIC PROGRESS CAN BE MADE!
^
^SPECIAL
Improvements which convert unhappy colonists to
content colonists (Holo Shrines, etc.)
produce "life taxes" equal to the number of colonists they would
otherwise convert.  They also require no maintenance.
The public opinion outrage over "terrorist acts" committed by
your Empaths is reduced.
Under Collective, tax and luxury rates may
be set higher than 80%%.  No science is possible.
^
^HINTS
Collective eliminates all happiness problems and provides
an excellent revenue, BUT scientific research comes to a halt.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Technocracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Work crawlers use one
power per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
colony (or a strongpoint within 3 spaces of a friendly colony)
causes one colonist in its home colony to become unhappy.
^
^INEFFICIENCY AND WASTE
Technocracy has a LOW rate of inefficiency and waste.  The
level of inefficiency in a particular colony is based on its
distance from your command post.
^
^SPECIAL
Under a Technocracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Technocracy can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building Work Mechs can help with this problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Cybercracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Work crawlers use one
power per turn.
^
^HAPPINESS
Each unit which is not in a friendly
colony (or a fortress within 3 spaces of a friendly colony)
causes TWO colonists in its home colony to become unhappy.
^
^INEFFICIENCY AND WASTE
Cybercracies experience NO inefficiency or waste.
^
^SPECIAL
Under a Cybercracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and colonies of a Cybercracy are immune to MIND CONTROL
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Cybercracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
factions.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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